Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-15 Thread Gregory N
Thanks a lot, Cory, this helps, but only partially.

//code in main class extending Application
var triangle:FlexSprite = new FlexSprite( );
//draw triangle
rawChildren.addChild(triangle);

shows a triangle in SWF, but also shows an error:
(output)
[Fault] exception, information=ArgumentError: Error #2025: The
supplied DisplayObject must be a child of the caller.
(Flash debug player)
ArgumentError: Error #2025: The supplied DisplayObject must be a child
of the caller.
at flash.display::DisplayObjectContainer/getChildIndex()
at 
mx.managers::SystemManager/getChildIndex()[C:\dev\flex_201_ja\sdk\frameworks\mx\managers\SystemManager.as:1270]
at 
mx.managers::SystemManager/mouseDownHandler()[C:\dev\flex_201_ja\sdk\frameworks\mx\managers\SystemManager.as:2478]


Any ideas?

On 2/14/08, Cory Petosky wrote:
 Flex apps override addChild to only allow things that implement
 IUIComponent. If you need to add a child that's just a plain display
 object, manipulate the rawChildren property instead.

--
Best regards,
GregoryN

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Usability services.
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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-14 Thread Gregory N
Glen,
 ...you can have your class in the app folder
 called SystemCore.as this looks like it extends a display object

Not exactly :-)
If It extends Sprite, the result is grey-gradient standard flex bg,
w/o any traces of my objects. Trace commands are executed nice,
however.
If I make the main class extending mx.core.Application then, in
addition to tracing messages,  I can see my (white) background and
initializing progress bar.
But:
===
[Fault] exception, information=TypeError: Error #1034: Type Coercion
failed: cannot convert mx.core::[EMAIL PROTECTED] to
mx.core.IUIComponent.
Fault, addingChild() at Container.as:3301
===
where FlexSprite is used in code:

var triangle:FlexSprite = new FlexSprite( );
// drawing a triangle...
addChild(triangle);

And it's addChild() that causes the error (no error with addChild() commented).

So far, it looks strange for me, as the argument's type of
mx.core.Application.addChild() is DisplayObject.

Thoughts?


Glen Pike wrote:
 You can write pure AS3 files for Flex - all MXML gets compiled
 down to AS3 before it is compiled to bytecode.

 (I had done followed an example online which has a pure AS3
 component - once it is written, you add the package to your namespace
 and add an MXML tag in your code to add it to the stage.)

 Like with the workaround on the forum you posted - if you have added
 your package path to the namespace ( xmlns:app=app.*), you can write
 your code in an AS file rather than an MXML file, then you write it as
 you would any other class file - no need for Script tags  mixing mxml /
 as code.
 ?xml version=1.0 encoding=utf-8?
 mx:Application horizontalScrollPolicy=off
 xmlns:mx=http://www.adobe.com/2006/mxml; xmlns:app=app.*
 layout=absolute frameRate=30
 app:SystemCore id=sysCore width=100% height=100%/
 /mx:Application

 So the above example, you can have your class in the app folder
 called SystemCore.as this looks like it extends a display object or
 similar as it has width and height attributes - not sure about extending
 other classes.

--
Best regards,
GregoryN

http://GOusable.com
Flash components development.
Usability services.
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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-14 Thread Cory Petosky
Flex apps override addChild to only allow things that implement
IUIComponent. If you need to add a child that's just a plain display
object, manipulate the rawChildren property instead.

On 2/14/08, Gregory N [EMAIL PROTECTED] wrote:
 Glen,
   ...you can have your class in the app folder

  called SystemCore.as this looks like it extends a display object


 Not exactly :-)
  If It extends Sprite, the result is grey-gradient standard flex bg,
  w/o any traces of my objects. Trace commands are executed nice,
  however.
  If I make the main class extending mx.core.Application then, in
  addition to tracing messages,  I can see my (white) background and
  initializing progress bar.
  But:
  ===
  [Fault] exception, information=TypeError: Error #1034: Type Coercion
  failed: cannot convert mx.core::[EMAIL PROTECTED] to
  mx.core.IUIComponent.
  Fault, addingChild() at Container.as:3301
  ===
  where FlexSprite is used in code:

  var triangle:FlexSprite = new FlexSprite( );
  // drawing a triangle...
  addChild(triangle);

  And it's addChild() that causes the error (no error with addChild() 
 commented).

  So far, it looks strange for me, as the argument's type of
  mx.core.Application.addChild() is DisplayObject.

  Thoughts?



  Glen Pike wrote:
   You can write pure AS3 files for Flex - all MXML gets compiled
   down to AS3 before it is compiled to bytecode.
  
   (I had done followed an example online which has a pure AS3
   component - once it is written, you add the package to your namespace
   and add an MXML tag in your code to add it to the stage.)
  
   Like with the workaround on the forum you posted - if you have added
   your package path to the namespace ( xmlns:app=app.*), you can write
   your code in an AS file rather than an MXML file, then you write it as
   you would any other class file - no need for Script tags  mixing mxml /
   as code.
   ?xml version=1.0 encoding=utf-8?
   mx:Application horizontalScrollPolicy=off
   xmlns:mx=http://www.adobe.com/2006/mxml; xmlns:app=app.*
   layout=absolute frameRate=30
   app:SystemCore id=sysCore width=100% height=100%/
   /mx:Application
  
   So the above example, you can have your class in the app folder
   called SystemCore.as this looks like it extends a display object or
   similar as it has width and height attributes - not sure about extending
   other classes.


 --

 Best regards,
  GregoryN
  
  http://GOusable.com
  Flash components development.
  Usability services.
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[Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Gregory N
Hi all,

As far as I know, so called pure AS3 project typically uses flash classes,
intristics and others that come along with Flash IDE.
From the other side, Flex2 project can be built with Flex2 SDK , but
*based on .mxml file*.
Frankly, I'd prefer to use flash-like class structure, instead of mixed
mxml-and-as code.
After googling for an hour or so, the best workaround I've found is:
http://www.actionscript.org/forums/archive/index.php3/t-146833.html

I guess I'm not the only one who faced this issue.
Can you please share you finding and/or thoughts?

PS: currently I'm working in Flex2 SDK (via FlashDevelop), but without Flash
IDE.


-- 
-- 
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GregoryN

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Usability services.
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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Glen Pike

Hi,

   I had similar problems - I have been developing with FD3 (nice) to 
write AS3 code and using Embed to add graphics / sounds at compile 
time.  Graphics were created as MovieClips in Flash 8 - I have one file 
and set Linkages.


   Previously with AS2, I have used the Linkage / AS2 class file 
method, so this is a similar thing.  Look at Keith Peter's post here for 
some direction:


   http://www.bit-101.com/blog/?p=853

   I ran into some problems with this though - it looks like FD3 only 
has autocompletion for the core AS3 and the Flex side of things.  I 
wanted to use the mx.* tween classes, but could not get these into my 
project as I don't have CS3...


   I asked about this on the FD Forums - search for author glenpike - 
and got the reply that I should install CS3 to compile against the 
classes, so I guess there is no stub code like FD coders have provided / 
integrated for Flex code autocompletion...  There will probably be an 
issue with CS3 components too - have not tried this yet.


   FD3 allows you to create Flex / Flash projects so I guess the Flex 
one includes the framework if you use it (sorry, a few weeks since I did 
the Hello World stuff and have forgotten the exact bits).


   Also, if you use FD3, get the shell script for the Flex compiler - 
it improves compilation speed greatly - 
http://labs.adobe.com/wiki/index.php/Flex_Compiler_Shell


   Glen  


Gregory N wrote:

Hi all,

As far as I know, so called pure AS3 project typically uses flash classes,
intristics and others that come along with Flash IDE.
From the other side, Flex2 project can be built with Flex2 SDK , but
*based on .mxml file*.
Frankly, I'd prefer to use flash-like class structure, instead of mixed
mxml-and-as code.
After googling for an hour or so, the best workaround I've found is:
http://www.actionscript.org/forums/archive/index.php3/t-146833.html

I guess I'm not the only one who faced this issue.
Can you please share you finding and/or thoughts?

PS: currently I'm working in Flex2 SDK (via FlashDevelop), but without Flash
IDE.


  


--

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01736 759321
www.glenpike.co.uk http://www.glenpike.co.uk
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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Gregory N
Glen, thanks for your reply.

   Previously with AS2, I have used the Linkage / AS2 class file
 method, so this is a similar thing.  Look at Keith Peter's post here for
 some direction:
http://www.bit-101.com/blog/?p=853


I'd like to mention one thing here about embedding symbols (movieclips).
The matter is that, if the mc has only one frame (as most of my symbols do),
it's embedded as mx.core.SpriteAsset and should be use as is or casted to
Sprite.
Similarly, if the symbol has 2+ frames, it's embedded as
mx.core.MovieClipAsset and can be casted to MovieClip.
I spend several hours in frustration before found this in EAS3 book :-).


   FD3 allows you to create Flex / Flash projects so I guess the Flex
 one includes the framework if you use it (sorry, a few weeks since I did
 the Hello World stuff and have forgotten the exact bits).


So do I :-)
Actually, everything goes ok, unless I'm trying to use components (
mx.controls.*).
No problem using them in mxml file, but, to use them in AS3, seems I need
1) minimal mxml to load application
2) make main class to extend mx.core.Application (not Sprite)

From the other hand, there is NO way to use fl.controls.* (and other
non-intristics) w/o Flash CS3 installed.

Hence was the question - trying to make the required mxml as small as
possible.
BTW, Flexcoders have several posts about it, but seems they feel ok using
script tag in mxml.
While I'd prefer to have well-planned class structure...


-- 
-- 
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GregoryN

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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Glen Pike

Hi,

   Sorry was getting confused with what you were trying to do...

   You can write pure AS3 files for Flex - all MXML gets compiled 
down to AS3 before it is compiled to bytecode.


   (I had done followed an example online which has a pure AS3 
component - once it is written, you add the package to your namespace 
and add an MXML tag in your code to add it to the stage.)


   Like with the workaround on the forum you posted - if you have added 
your package path to the namespace ( xmlns:app=app.*), you can write 
your code in an AS file rather than an MXML file, then you write it as 
you would any other class file - no need for Script tags  mixing mxml / 
as code.

?xml version=1.0 encoding=utf-8?
mx:Application horizontalScrollPolicy=off 
xmlns:mx=http://www.adobe.com/2006/mxml; xmlns:app=app.* 
layout=absolute frameRate=30

app:SystemCore id=sysCore width=100% height=100%/
/mx:Application

   So the above example, you can have your class in the app folder 
called SystemCore.as this looks like it extends a display object or 
similar as it has width and height attributes - not sure about extending 
other classes.


   Glen
  
--


Glen Pike
01736 759321
www.glenpike.co.uk http://www.glenpike.co.uk
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